VR System Synchronizing Headset Display with Real-World Motion Tracking

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Solution Overview

Problem

Current virtual reality systems fail to merge immersion in a virtual space with actual movement in the real world, as users cannot see the real world while wearing immersive head-mounted devices, limiting the realism and functionality of virtual experiences.

Innovation Solution

A virtual reality system that includes a play ground where users can move freely, equipped with a head-mounted device displaying a virtual space corresponding to real objects, and sensors to track the user's location and motion, allowing the virtual environment to be updated in real-time based on the user's movements, enabling interaction with virtual objects and characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a head mounted device is used to display a virtual space, then immersion in virtual space is enhanced, but the user cannot see the real world (ground or obstacles) and cannot actually walk or run

Engineering Contradiction:
Improveimmersion in virtual spaceVSAvoidability to move in actual space
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent divides the visual field into two separate displays: a head mounted device displaying the virtual space and a separate display (such as a monitor or projection system) showing the real-world environment. This segmentation allows the user to simultaneously access both virtual and real visual information without compromising either immersion or spatial awareness

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary system consisting of sensors, cameras, and processing units that track the user's position, orientation, and movements in the real world, then translate this information into corresponding virtual environment updates. This intermediary layer enables the virtual space to respond to and synchronize with actual user movements while maintaining both displays

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If a simple monitor is used as the output device, then the device is simple and fixed, but the user cannot play a game unless he/she is at the front of the monitor and cannot make actual movement

Engineering Contradiction:
Improvesimplicity of output deviceVSAvoiduser movement freedom
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent transforms the static monitor setup into a dynamic system where the virtual environment automatically adapts to the user's real-time movements. The head mounted device and accompanying displays adjust their content based on the user's position, orientation, and actions, enabling gameplay anywhere within the defined play area rather than requiring a fixed viewing position

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If Google glass is used to display auxiliary information, then the user can watch the real world and make active movement, but immersion in virtual space is severely deteriorated

Engineering Contradiction:
Improveability to move in actual spaceVSAvoidimmersion in virtual space
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent merges the functionality of multiple display systems into a unified virtual reality experience: the head mounted device provides the primary immersive virtual display, while auxiliary displays (monitors, projections) provide supplemental real-world information. This combination allows both deep immersion in virtual space and awareness of the real environment, resolving the trade-off faced by single-display systems like Google glass

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS9599821B2Virtual reality system allowing immersion in virtual space to consist with actual movement in actual space
Publication Date: 2017.03.21 VAN CUREN GREG
  • US9599821B2 patent drawing
  • US9599821B2 patent drawing
  • US9599821B2 patent drawing

AI summary

A virtual reality system includes a playground defined within a real world space to have a predetermined area in which a user is movable, a head mounted device surrounds both eyes displaying an image of a virtual space formed corresponding to real objects in the playground, a sensor attached to a predetermined location in the playground, the head mounted device or body of the user sensing an actual location or motion of the user in the playground. A control unit calculates a location and direction of the user in the playground according to a signal from the sensor, and displays an image on the head mounted device of the virtual space, observed at the location and in the facing direction of the user. When the user wearing the head mounted device actually moves in the playground, a feeling of moving in the virtual space is given to the user.